XP Ace Tilemap
Authors: KK20
Version: 0.42
Type: Tilemap Rewrite
Key Term: Game Utility
IntroductionIn light of recent discoveries regarding the
usage of RGSS3 in RPG Maker XP games, many users were left with a dilemma in choosing which Tilemap rewrite to use due to the vast differences between RGSS1's and RGSS3's Tilemap classes that would cause complications in this transition. I aimed to find the best Tilemap rewrite and decided that I would have to make my own. Like every other Tilemap rewrite before it, this implementation is in no ways perfect, boasting PROs and CONs.
This script is intended to be used for RPG Maker XP games using the RGSS3 library (unofficially coined RPG Maker XP Ace); however, it is entirely compatible with RPG Maker XP games in the RGSS1 library.
This work is protected by the following license:
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Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
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FeaturesAbout the script:
- XP and XPA (RGSS1 and RGSS3) compatible
- Define your own custom resolution
- Maps that are smaller than the game resolution are automatically centered
- Drawing methods written in C-language, which has faster pixel-by-pixel operations than Ruby
Add-ons:
- Customize frame rate animation and define unique patterns for your autotiles
- Remove unnecessary priority layers to boost frames-per-second (FPS)
- Extend the default RPG::Weather class to fit larger screens, or not
- Transition graphics now adjust to whatever resolution you use (640x480 transition graphics on a 800x600 game window? No problem!)
- more to add later...
ScreenshotsNone
DemoNone
ScriptIncludes script, DLL, and source code for the DLL:
v0.42 *NEW*v0.41v0.4v0.36
Instructions
- Place the script in 'XPA_Tilemap.rb' below the default scripts but above Main
- Move 'XPA_Tilemap.dll' into your project folder (same directory as 'Game.exe')
- Configure values at the start of the script
CompatibilityThe script is still in its infancy. Thorough testing has not been conducted. Posting your observations would be greatly appreciated.
Users have reported Screen Flash to not work in their XPA games which I have yet to reproduce. It is unclear if my Tilemap script is causing the incompatibility or its the change in logic in RGSS3.
Transitions for larger resolutions are not supported as of yet, but a default fade-in/out exists. Consider using a transitions script.
I still have not thoroughly tested v0.3+ in XP so please advise that there may be potential bugs.Screen Tone changes can lower the FPS of your game if using a larger resolution. This is further amplified if your tone uses a Gray value greater than 0. Tone changes are an expensive post-processing operation. Remember that RGSS was designed with 640x480 in mind--performance was built around that size.
Most scripts were designed with a resolution of 640x480 in mind.
Here are a collection of fixes to address some of the more popular scripts like Blizz-ABS.
You will need to replace all instances of SCREEN with SCREEN_RESOLUTION.
Credits and Thanks
- KK20 - Author of this script and DLL
- Blizzard - Tester and providing bug fixes
- LiTTleDRAgo - Tester, bug fixer, and reusing code from his edits to Custom Resolution
- Zexion - Tester and morale support
- ForeverZer0 - Reusing code from his Custom Resolution script, found here:
http://forum.chaos-project.com/index.php/topic,7814.0.html
Author's NotesKnown Bugs:
- Graphics.snap_to_bitmap behaves oddly in 640x480 resolution and doubling/halving the window size. Fix is to find unless XPACE && SCREEN_RESOLUTION != [640, 480] and remove && SCREEN_RESOLUTION != [640, 480]
- When walking down and quickly opening the menu (assuming default project), you may see the tiles suddenly shift
I would appreciate it if you, the user, would be able to test this script for compatibility issues. This is a side-project of mine that I would like to see evolve over time. If you have any suggestions as well, post them.
Things currently planned:
Zooming in (but not zooming out) Not sure on this one yet...
- Fullscreen for XP games
Transitions for larger resolutions